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/cvs/deliantra/server/common/los.C
Revision: 1.30
Committed: Mon Apr 21 23:35:24 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_7, rel-2_71, rel-2_54, rel-2_55, rel-2_56, rel-2_52, rel-2_53, rel-2_61
Changes since 1.29: +1 -2 lines
Log Message:
- fix weight/pickup bugs, visible_to
- do more automatic nrof/weight updates
- kill funcpoint.h

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.29 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.19 *
4 root 1.30 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.26 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.19 *
8 root 1.29 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.28 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.19 *
13 root 1.28 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.19 *
18 root 1.28 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.26 *
21 root 1.29 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.19 */
23 elmex 1.1
24     /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25    
26     #include <global.h>
27     #include <math.h>
28    
29     /* Distance must be less than this for the object to be blocked.
30     * An object is 1.0 wide, so if set to 0.5, it means the object
31     * that blocks half the view (0.0 is complete block) will
32     * block view in our tables.
33     * .4 or less lets you see through walls. .5 is about right.
34     */
35    
36     #define SPACE_BLOCK 0.5
37    
38 root 1.4 typedef struct blstr
39     {
40     int x[4], y[4];
41 elmex 1.1 int index;
42     } blocks;
43    
44 root 1.23 // 31/32 == a speed hack
45     // we would like to use 32 for speed, but the code loops endlessly
46     // then, reason not yet identified, so only make the array use 32,
47     // not the define's.
48     blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
49 elmex 1.1
50 root 1.4 static void expand_lighted_sight (object *op);
51 elmex 1.1
52     /*
53     * Used to initialise the array used by the LOS routines.
54     * What this sets if that x,y blocks the view of bx,by
55     * This then sets up a relation - for example, something
56     * at 5,4 blocks view at 5,3 which blocks view at 5,2
57     * etc. So when we check 5,4 and find it block, we have
58     * the data to know that 5,3 and 5,2 and 5,1 should also
59     * be blocked.
60     */
61    
62 root 1.4 static void
63     set_block (int x, int y, int bx, int by)
64     {
65     int index = block[x][y].index, i;
66 elmex 1.1
67 root 1.4 /* Due to flipping, we may get duplicates - better safe than sorry.
68     */
69     for (i = 0; i < index; i++)
70     {
71     if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
72     return;
73 elmex 1.1 }
74    
75 root 1.4 block[x][y].x[index] = bx;
76     block[x][y].y[index] = by;
77     block[x][y].index++;
78 elmex 1.1 #ifdef LOS_DEBUG
79 root 1.4 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
80 elmex 1.1 #endif
81     }
82    
83     /*
84     * initialises the array used by the LOS routines.
85     */
86    
87     /* since we are only doing the upper left quadrant, only
88     * these spaces could possibly get blocked, since these
89     * are the only ones further out that are still possibly in the
90     * sightline.
91     */
92    
93 root 1.4 void
94     init_block (void)
95     {
96     int x, y, dx, dy, i;
97 root 1.24 static int block_x[3] = { -1, -1, 0 },
98     block_y[3] = { -1, 0, -1 };
99 root 1.4
100     for (x = 0; x < MAP_CLIENT_X; x++)
101     for (y = 0; y < MAP_CLIENT_Y; y++)
102 root 1.24 block[x][y].index = 0;
103 root 1.4
104    
105     /* The table should be symmetric, so only do the upper left
106     * quadrant - makes the processing easier.
107     */
108     for (x = 1; x <= MAP_CLIENT_X / 2; x++)
109     {
110     for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
111     {
112     for (i = 0; i < 3; i++)
113     {
114     dx = x + block_x[i];
115     dy = y + block_y[i];
116    
117     /* center space never blocks */
118     if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
119     continue;
120    
121     /* If its a straight line, its blocked */
122     if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
123     {
124     /* For simplicity, we mirror the coordinates to block the other
125     * quadrants.
126     */
127     set_block (x, y, dx, dy);
128     if (x == MAP_CLIENT_X / 2)
129 root 1.24 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
130 root 1.4 else if (y == MAP_CLIENT_Y / 2)
131 root 1.24 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
132 root 1.4 }
133     else
134     {
135     float d1, r, s, l;
136    
137     /* We use the algorihm that found out how close the point
138     * (x,y) is to the line from dx,dy to the center of the viewable
139     * area. l is the distance from x,y to the line.
140     * r is more a curiosity - it lets us know what direction (left/right)
141     * the line is off
142     */
143    
144 root 1.7 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
145 root 1.4 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
146     s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
147     l = FABS (sqrt (d1) * s);
148    
149     if (l <= SPACE_BLOCK)
150     {
151     /* For simplicity, we mirror the coordinates to block the other
152     * quadrants.
153     */
154     set_block (x, y, dx, dy);
155     set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
156     set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
157     set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
158 root 1.2 }
159     }
160     }
161     }
162 elmex 1.1 }
163     }
164    
165     /*
166     * Used to initialise the array used by the LOS routines.
167     * x,y are indexes into the blocked[][] array.
168     * This recursively sets the blocked line of sight view.
169     * From the blocked[][] array, we know for example
170     * that if some particular space is blocked, it blocks
171     * the view of the spaces 'behind' it, and those blocked
172     * spaces behind it may block other spaces, etc.
173     * In this way, the chain of visibility is set.
174     */
175 root 1.4 static void
176     set_wall (object *op, int x, int y)
177     {
178     int i;
179 elmex 1.1
180 root 1.4 for (i = 0; i < block[x][y].index; i++)
181     {
182     int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
183    
184     /* ax, ay are the values as adjusted to be in the
185     * socket look structure.
186     */
187 root 1.10 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
188     ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
189 elmex 1.1
190 root 1.10 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
191 root 1.4 continue;
192 elmex 1.1 #if 0
193 root 1.4 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
194 elmex 1.1 #endif
195 root 1.4 /* we need to adjust to the fact that the socket
196     * code wants the los to start from the 0,0
197     * and not be relative to middle of los array.
198     */
199     op->contr->blocked_los[ax][ay] = 100;
200     set_wall (op, dx, dy);
201 elmex 1.1 }
202     }
203    
204     /*
205     * Used to initialise the array used by the LOS routines.
206     * op is the object, x and y values based on MAP_CLIENT_X and Y.
207     * this is because they index the blocked[][] arrays.
208     */
209    
210 root 1.4 static void
211     check_wall (object *op, int x, int y)
212     {
213     int ax, ay;
214 elmex 1.1
215 root 1.4 if (!block[x][y].index)
216     return;
217 elmex 1.1
218 root 1.4 /* ax, ay are coordinates as indexed into the look window */
219 root 1.10 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
220     ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
221 root 1.4
222     /* If the converted coordinates are outside the viewable
223     * area for the client, return now.
224     */
225 root 1.10 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
226 root 1.4 return;
227 elmex 1.1
228     #if 0
229 root 1.4 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
230     ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
231 elmex 1.1 #endif
232    
233 root 1.4 /* If this space is already blocked, prune the processing - presumably
234     * whatever has set this space to be blocked has done the work and already
235     * done the dependency chain.
236     */
237     if (op->contr->blocked_los[ax][ay] == 100)
238     return;
239 elmex 1.1
240    
241 root 1.4 if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))
242     set_wall (op, x, y);
243 elmex 1.1 }
244    
245     /*
246     * Clears/initialises the los-array associated to the player
247     * controlling the object.
248     */
249    
250 root 1.4 void
251 root 1.27 clear_los (player *pl)
252 root 1.4 {
253 root 1.10 /* This is safer than using the ns->mapx, mapy because
254 root 1.4 * we index the blocked_los as a 2 way array, so clearing
255     * the first z spaces may not not cover the spaces we are
256     * actually going to use
257     */
258 root 1.27 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
259 elmex 1.1 }
260    
261     /*
262     * expand_sight goes through the array of what the given player is
263     * able to see, and expands the visible area a bit, so the player will,
264     * to a certain degree, be able to see into corners.
265     * This is somewhat suboptimal, would be better to improve the formula.
266     */
267    
268 root 1.4 static void
269     expand_sight (object *op)
270 elmex 1.1 {
271 root 1.4 int i, x, y, dx, dy;
272 elmex 1.1
273 root 1.10 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
274     for (y = 1; y < op->contr->ns->mapy - 1; y++)
275 root 1.4 {
276     if (!op->contr->blocked_los[x][y] &&
277     !(get_map_flags (op->map, NULL,
278 root 1.10 op->x - op->contr->ns->mapx / 2 + x,
279     op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
280 root 1.4 {
281    
282     for (i = 1; i <= 8; i += 1)
283     { /* mark all directions */
284     dx = x + freearr_x[i];
285     dy = y + freearr_y[i];
286     if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
287     op->contr->blocked_los[dx][dy] = -1;
288     }
289     }
290     }
291    
292 root 1.14 if (op->map->darkness > 0) /* player is on a dark map */
293 root 1.4 expand_lighted_sight (op);
294    
295     /* clear mark squares */
296 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
297     for (y = 0; y < op->contr->ns->mapy; y++)
298 root 1.4 if (op->contr->blocked_los[x][y] < 0)
299     op->contr->blocked_los[x][y] = 0;
300 elmex 1.1 }
301    
302     /* returns true if op carries one or more lights
303     * This is a trivial function now days, but it used to
304     * be a bit longer. Probably better for callers to just
305     * check the op->glow_radius instead of calling this.
306     */
307    
308 root 1.4 int
309     has_carried_lights (const object *op)
310     {
311     /* op may glow! */
312     if (op->glow_radius > 0)
313     return 1;
314    
315     return 0;
316     }
317    
318     static void
319     expand_lighted_sight (object *op)
320     {
321     int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
322 root 1.6 maptile *m = op->map;
323 root 1.4 sint16 nx, ny;
324    
325 root 1.14 darklevel = m->darkness;
326 root 1.4
327     /* If the player can see in the dark, lower the darklevel for him */
328     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
329     darklevel -= 2;
330    
331     /* add light, by finding all (non-null) nearby light sources, then
332     * mark those squares specially. If the darklevel<1, there is no
333     * reason to do this, so we skip this function
334     */
335    
336     if (darklevel < 1)
337     return;
338    
339     /* Do a sanity check. If not valid, some code below may do odd
340     * things.
341     */
342     if (darklevel > MAX_DARKNESS)
343     {
344 root 1.15 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
345 root 1.4 darklevel = MAX_DARKNESS;
346 elmex 1.1 }
347    
348 root 1.4 /* First, limit player furthest (unlighted) vision */
349 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
350     for (y = 0; y < op->contr->ns->mapy; y++)
351 root 1.4 if (op->contr->blocked_los[x][y] != 100)
352     op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
353    
354     /* the spaces[] darkness value contains the information we need.
355     * Only process the area of interest.
356     * the basex, basey values represent the position in the op->contr->blocked_los
357     * array. Its easier to just increment them here (and start with the right
358     * value) than to recalculate them down below.
359     */
360 root 1.10 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
361     x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
362 root 1.4 {
363    
364 root 1.10 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
365     y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
366 root 1.4 {
367     m = op->map;
368     nx = x;
369     ny = y;
370    
371     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
372    
373     if (mflags & P_OUT_OF_MAP)
374     continue;
375    
376     /* This space is providing light, so we need to brighten up the
377     * spaces around here.
378     */
379     light = GET_MAP_LIGHT (m, nx, ny);
380     if (light != 0)
381     {
382 elmex 1.1 #if 0
383 root 1.4 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
384 elmex 1.1 #endif
385 root 1.4 for (ax = basex - light; ax <= basex + light; ax++)
386     {
387 root 1.10 if (ax < 0 || ax >= op->contr->ns->mapx)
388 root 1.4 continue;
389 root 1.18
390 root 1.4 for (ay = basey - light; ay <= basey + light; ay++)
391     {
392 root 1.10 if (ay < 0 || ay >= op->contr->ns->mapy)
393 root 1.4 continue;
394    
395     /* If the space is fully blocked, do nothing. Otherwise, we
396     * brighten the space. The further the light is away from the
397     * source (basex-x), the less effect it has. Though light used
398     * to dim in a square manner, it now dims in a circular manner
399     * using the the pythagorean theorem. glow_radius still
400     * represents the radius
401     */
402     if (op->contr->blocked_los[ax][ay] != 100)
403     {
404     x1 = abs (basex - ax) * abs (basex - ax);
405     y1 = abs (basey - ay) * abs (basey - ay);
406 root 1.18
407     if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
408     if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
409 root 1.4 }
410 root 1.18 }
411     }
412     }
413     }
414     }
415 root 1.4
416     /* Outdoor should never really be completely pitch black dark like
417     * a dungeon, so let the player at least see a little around themselves
418     */
419     if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
420     {
421 root 1.10 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
422     op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
423 root 1.4
424     for (x = -1; x <= 1; x++)
425     for (y = -1; y <= 1; y++)
426     {
427 root 1.10 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
428     op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
429 root 1.4 }
430 elmex 1.1 }
431 root 1.18
432 root 1.4 /* grant some vision to the player, based on the darklevel */
433     for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
434     for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
435 root 1.10 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
436     op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
437 root 1.4 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
438 elmex 1.1 }
439    
440     /* blinded_sight() - sets all veiwable squares to blocked except
441     * for the one the central one that the player occupies. A little
442     * odd that you can see yourself (and what your standing on), but
443     * really need for any reasonable game play.
444     */
445 root 1.4 static void
446     blinded_sight (object *op)
447     {
448     int x, y;
449 elmex 1.1
450 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
451     for (y = 0; y < op->contr->ns->mapy; y++)
452 root 1.4 op->contr->blocked_los[x][y] = 100;
453 elmex 1.1
454 root 1.10 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
455 elmex 1.1 }
456    
457     /*
458     * update_los() recalculates the array which specifies what is
459     * visible for the given player-object.
460     */
461 root 1.4 void
462     update_los (object *op)
463     {
464 root 1.10 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
465 elmex 1.1
466 root 1.4 if (QUERY_FLAG (op, FLAG_REMOVED))
467     return;
468 elmex 1.1
469 root 1.27 clear_los (op->contr);
470    
471 root 1.4 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
472     return;
473    
474     /* For larger maps, this is more efficient than the old way which
475     * used the chaining of the block array. Since many space views could
476     * be blocked by different spaces in front, this mean that a lot of spaces
477     * could be examined multile times, as each path would be looked at.
478     */
479 root 1.10 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
480     for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
481 root 1.4 check_wall (op, x, y);
482    
483     /* do the los of the player. 3 (potential) cases */
484     if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
485     blinded_sight (op);
486     else
487     expand_sight (op);
488    
489 root 1.21 //TODO: no range-checking whatsoever :(
490 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
491 root 1.21 for (int x = -2; x <= 2; x++)
492     for (int y = -2; y <= 2; y++)
493     op->contr->blocked_los[dx + x][dy + y] = 0;
494 elmex 1.1 }
495    
496     /* update all_map_los is like update_all_los below,
497     * but updates everyone on the map, no matter where they
498 root 1.12 * are. This generally should not be used, as a per
499 elmex 1.1 * specific map change doesn't make much sense when tiling
500     * is considered (lowering darkness would certainly be a
501     * strange effect if done on a tile map, as it makes
502     * the distinction between maps much more obvious to the
503     * players, which is should not be.
504     * Currently, this function is called from the
505     * change_map_light function
506     */
507 root 1.4 void
508 root 1.6 update_all_map_los (maptile *map)
509 root 1.4 {
510 root 1.11 for_all_players (pl)
511 root 1.12 if (pl->ob && pl->ob->map == map)
512 root 1.11 pl->do_los = 1;
513 elmex 1.1 }
514    
515     /*
516     * This function makes sure that update_los() will be called for all
517     * players on the given map within the next frame.
518     * It is triggered by removal or inserting of objects which blocks
519     * the sight in the map.
520     * Modified by MSW 2001-07-12 to take a coordinate of the changed
521     * position, and to also take map tiling into account. This change
522     * means that just being on the same map is not sufficient - the
523     * space that changes must be withing your viewable area.
524     *
525     * map is the map that changed, x and y are the coordinates.
526     */
527 root 1.4 void
528 root 1.6 update_all_los (const maptile *map, int x, int y)
529 root 1.4 {
530 root 1.11 for_all_players (pl)
531 root 1.4 {
532     /* Player should not have a null map, but do this
533     * check as a safety
534     */
535 root 1.12 if (!pl->ob || !pl->ob->map || !pl->ns)
536 root 1.4 continue;
537    
538     /* Same map is simple case - see if pl is close enough.
539     * Note in all cases, we did the check for same map first,
540     * and then see if the player is close enough and update
541     * los if that is the case. If the player is on the
542     * corresponding map, but not close enough, then the
543     * player can't be on another map that may be closer,
544     * so by setting it up this way, we trim processing
545     * some.
546     */
547     if (pl->ob->map == map)
548     {
549 root 1.10 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
550 root 1.4 pl->do_los = 1;
551 root 1.2 }
552 root 1.12
553 root 1.4 /* Now we check to see if player is on adjacent
554     * maps to the one that changed and also within
555     * view. The tile_maps[] could be null, but in that
556     * case it should never match the pl->ob->map, so
557     * we want ever try to dereference any of the data in it.
558 root 1.12 *
559     * The logic for 0 and 3 is to see how far the player is
560 root 1.4 * from the edge of the map (height/width) - pl->ob->(x,y)
561     * and to add current position on this map - that gives a
562     * distance.
563     * For 1 and 2, we check to see how far the given
564     * coordinate (x,y) is from the corresponding edge,
565     * and then add the players location, which gives
566     * a distance.
567     */
568     else if (pl->ob->map == map->tile_map[0])
569     {
570 root 1.13 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
571 root 1.4 pl->do_los = 1;
572 root 1.2 }
573 root 1.4 else if (pl->ob->map == map->tile_map[2])
574     {
575 root 1.13 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
576 root 1.4 pl->do_los = 1;
577 root 1.2 }
578 root 1.4 else if (pl->ob->map == map->tile_map[1])
579     {
580 root 1.13 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
581 root 1.4 pl->do_los = 1;
582 root 1.2 }
583 root 1.4 else if (pl->ob->map == map->tile_map[3])
584     {
585 root 1.13 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
586 root 1.4 pl->do_los = 1;
587 root 1.2 }
588 elmex 1.1 }
589     }
590    
591     /*
592     * Debug-routine which dumps the array which specifies the visible
593     * area of a player. Triggered by the z key in DM mode.
594     */
595 root 1.4 void
596     print_los (object *op)
597     {
598     int x, y;
599     char buf[50], buf2[10];
600    
601     strcpy (buf, " ");
602 root 1.11
603 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
604 root 1.4 {
605     sprintf (buf2, "%2d", x);
606     strcat (buf, buf2);
607 elmex 1.1 }
608 root 1.11
609 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 root 1.11
611 root 1.10 for (y = 0; y < op->contr->ns->mapy; y++)
612 root 1.4 {
613     sprintf (buf, "%2d:", y);
614 root 1.11
615 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
616 root 1.4 {
617     sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
618     strcat (buf, buf2);
619 root 1.2 }
620 root 1.11
621 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 elmex 1.1 }
623     }
624    
625     /*
626     * make_sure_seen: The object is supposed to be visible through walls, thus
627     * check if any players are nearby, and edit their LOS array.
628     */
629    
630 root 1.4 void
631     make_sure_seen (const object *op)
632     {
633 root 1.11 for_all_players (pl)
634 root 1.4 if (pl->ob->map == op->map &&
635 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
636     pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
637     pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
638 elmex 1.1 }
639    
640     /*
641     * make_sure_not_seen: The object which is supposed to be visible through
642     * walls has just been removed from the map, so update the los of any
643     * players within its range
644     */
645    
646 root 1.4 void
647     make_sure_not_seen (const object *op)
648     {
649 root 1.11 for_all_players (pl)
650 root 1.4 if (pl->ob->map == op->map &&
651 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
652     pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
653 root 1.4 pl->do_los = 1;
654 elmex 1.1 }